Tina Gearshot
Tina Gearshot
Sheet
AC 14 · HP 94 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
31 featuresAction
- Ambush Volley
When When taking the Attack action, especially on the first turn of combat.
Make two attacks with a weapon when taking the Attack action, plus one additional weapon attack on the first turn of combat. The first-turn extra attack deals 1d8 extra weapon damage on a hit.
- Close-Quarter Calibration
When When an enemy comes within reach.
Use a shortsword or hand crossbow in close quarters, exploiting an enemy's mechanical weak points.
- Dread AmbusherLevel 3
At the start of your first turn in each combat, your walking speed increases by 10 feet until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, it deals an extra 1d8 weapon damage.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Disappear
When When threatened or when ending a ranged assault.
Hide from sight as a bonus action, often using darkness, cover, or a smoke capsule.
- VanishLevel 14
You can use the Hide action as a bonus action on your turn.
Always on
- Borderland Stride
When While traveling through wilderness or difficult natural terrain.
Move through natural terrain without slowing and remain difficult to track.
- Saving Throw ProficienciesLevel 1
You have proficiency in Wisdom and Intelligence saving throws.
- Ranger ProficienciesLevel 1
You have proficiency with light armor, medium armor, shields, simple weapons, and martial weapons.
- Favored EnemyLevel 1
Choose one type of favored enemy. Tina favors constructs and creatures involved in organized warfare. She has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them, and learns one language of her choice, Undercommon.
- Natural ExplorerLevel 1
You are especially familiar with one type of natural environment, the Borderlands. When traveling there, you gain benefits to navigation, tracking, stealth, and foraging as described by the feature.
- Fighting Style: ArcheryLevel 2
You adopt the Archery fighting style, gaining a +2 bonus to attack rolls you make with ranged weapons.
- SpellcastingLevel 2
You gain the ability to cast ranger spells using Wisdom as your spellcasting ability.
- Ranger Archetype: Gloom StalkerLevel 3
You choose the Gloom Stalker archetype. You gain additional spells and the Dread Ambusher, Umbral Sight, Iron Mind, Stalker's Flurry, and Shadowy Dodge features as you advance.
- Umbral SightLevel 3
You gain darkvision out to 90 feet. You are also invisible to any creature relying on darkvision to see you in darkness.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Increase Dexterity by 2, raising it to 13.
- Primeval Awareness ImprovementLevel 5
You can cast the spell Pass without Trace once without expending a spell slot, and regain the ability to do so when you finish a long rest.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement. Increase Dexterity by 2, raising it to 15.
- Land's StrideLevel 8
Moving through nonmagical difficult terrain costs you no extra movement. You can pass through nonmagical plants without being slowed or taking damage from them, and have advantage on saving throws against magically created or manipulated plants.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement. Increase Wisdom by 2, raising it to 12.
- Iron MindLevel 7
You gain proficiency in Wisdom saving throws. If already proficient, you instead gain proficiency in another saving throw of your choice.
- Stalker's FlurryLevel 11
Once during each of your turns, when you miss with a weapon attack, you can make another weapon attack as part of the same action.
- Feral SensesLevel 18
When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided the creature isn't hidden from you and you aren't blinded or deafened.
- Foe SlayerLevel 20
You can add your Wisdom modifier to the attack roll or damage roll of one weapon attack you make against a favored enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
- Additional Fighting Style: DefenseLevel 10
You gain a second fighting style at 10th level. Tina chooses Defense, gaining +1 AC while wearing armor.
- Gloom Stalker: Dread AmbusherLevel 3
When you use the Attack action on your first turn of a combat, you can make one additional weapon attack as part of that action.
- TraitHalf-ElfDarkvision out to 60 feet
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep
- TraitHalf-ElfTwo additional skill proficiencies
- TraitHalf-ElfIncrease one ability score by 2 and two other ability scores by 1. Tina increases Charisma by 2, Dexterity by 1, and Wisdom by 1.
- Guild MembershipArtificer/ weapons smith
You are a recognized member of a weaponsmiths' and artificers' guild. Guild members will provide ordinary lodging and food when available, and you can seek assistance from other guild members for information, introductions, or modest professional aid. You must still pay for costly materials and services.
Spells
12 spellsSpellcasting. Tina Gearshot casts with Wisdom (spell save DC 14, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (3 slots): , , ,
3rd level (3 slots): , ,
4th level (2 slots): ,
Gear
11 itemsWeapons
- Repeating hand crossbowA masterwork compact repeating crossbow, built for silent operation, with 20 bolts.
- Hand crossbowA second hand crossbow used as a backup and for spare parts.
- ShortswordA short sword balanced for close quarters.
Armor
- Studded leather armorStudded leather armor reinforced with hidden copper plates.
Tools
- Smith's toolsSmith's tools, including hammers, tongs, files, and a portable sharpening kit.
- Tinker's toolsTinker's tools, adapted for clockwork triggers and compact mechanisms.
- Weaponsmith's kitA leather apron, charcoal sticks, whetstone, and a small travel anvil head.
Gear
- QuiverA quiver holding crossbow bolts.
- 20×Crossbow boltsTwenty standard crossbow bolts.
- Dungeoneer's packA dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, waterskin, and rope.
- Guild insignia and introduction lettersA guild signet and letters of introduction.
Appearance
Tina Gearshot is a lean half-elf with dark umber skin, tightly coiled black hair threaded with several copper rings, and sharp hazel eyes that constantly measure distance, balance, and escape routes. She wears a weathered green cloak over fitted studded leather, with a bandolier of tools, bolts, and small metal cartridges crossing her chest. Her left boot has a reinforced brass heel that clicks faintly on stone. Within a minute of meeting her, people notice her breathing, normally quiet and measured, becomes audible through her nose when she is irritated, then abruptly stops whenever she is frightened or deeply focused. She favors her right side when standing still, but moves with sudden, economical bursts rather than a steady stride.
Mannerisms
She taps metal objects twice before using them, breathes through her nose when annoyed, and quietly counts her arrows or bolts after every fight. When a conversation becomes emotionally dangerous, she begins describing the other person's equipment in meticulous technical terms.
Personality
Tina is observant, dryly funny, and intensely practical. She speaks in short bursts when calm, but becomes startlingly eloquent when discussing metallurgy, mechanisms, or the moral consequences of bad engineering. She dislikes grand speeches, unnecessary ornament, and anyone who calls a dangerous invention beautiful before asking who might be hurt by it. Beneath her guarded manner, she is patient with frightened people and unusually gentle with animals.
Ideals
Useful things should protect people, not make their suffering more efficient. Every design carries the moral choices of the person who made it.
Bonds
She carries the first weapon she ever built, a compact repeating crossbow called Koba, and refuses to let anyone else modify it. She owes her freedom to the apprentice who took the blame for her sabotage, and secretly sends money and coded messages to find them.
Flaws
Tina cannot leave a mechanism unexplained. She will risk stealth, safety, and good judgment to open, test, or improve anything that interests her. She also assumes that institutions are corrupt until proven otherwise, and sometimes punishes ordinary people for crimes committed by their leaders.
Quirks
Background
Tina Gearshot was raised between two households that never quite agreed on what she was. Her human mother belonged to a traveling weaponsmiths' guild, while her elven father served as a surveyor for a border watch. Tina inherited neither one's patience. She dismantled locks before learning to read, corrected the balance of hunting bows that were not hers, and developed a habit of listening to a weapon's rattle before trusting the person holding it. The guild eventually took her on as an apprentice after she repaired a cracked arbalest using a broken cooking spit, three nails, and a length of horse tack. Her career changed when a military contract demanded weapons that could be mass-produced cheaply. Tina discovered that the guild's patron intended to arm both sides of a regional conflict, then erase the evidence by blaming a series of test failures on half-elven apprentices. She sabotaged the contract's master design, stole the surviving plans, and disappeared into the frontier. Ranger work suited her better than guild politics. She learned to track supply trains, identify the sound of a concealed firing mechanism, and hunt the people who treated invention as an excuse to make widows. She now travels with a compact repeating crossbow of her own design, seeking the original master plans and anyone still trying to complete them.
“Her human mother belonged to a traveling weaponsmiths' guild, while her elven father served as a surveyor for a border watch.”
- Background
- Artificer/ weapons smith
Connections
Species
Half-Elf
Media
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